/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
Plays a force feedback effect attached to and following the specified component. This is a fire and forget effect. Replication is also not handled at this point.
Force Feedback Component to manipulate the playing feedback effect with
static [UForceFeedbackComponent](API\Runtime\Engine\Components\UForceFeedbackComponent) * SpawnForceFeedbackAttached ( [UForceFeedbackEffect](API\Runtime\Engine\GameFramework\UForceFeedbackEffect) * ForceFeedbackEffect, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, [FName](API\Runtime\Core\UObject\FName) AttachPointName, FVector Location, FRotator Rotation, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) LocationType, bool bStopWhenAttachedToDestroyed, bool bLooping, float IntensityMultiplier, float StartTime, class [UForceFeedbackAttenuation](API\Runtime\Engine\GameFramework\UForceFeedbackAttenuation) * AttenuationSettings, bool bAutoDestroy )